Wednesday, June 6, 2018

GLOG Wizard - Numismagus

My first foray into creating a GLOG class, a new wizard school. Since Skerples made it so easy to do yourself in a recent post I had been thinking about my Numismagi (it's just too good of a word not to be a class). Tell me what you think, I'll be back to finish off those minor dungeon encounter tables soon.

GLOG
Wizard - Numismagus

The
Numismagi, the Coin Wizards, are a newer school from Booezor, the
city of riches. They are by nature nobles and social climbers, most
comfortable in a world where money equals power. Their powers
function best against other people rather than monsters, and their
general level of magical strength is comparable to an Orthodox
Wizard.

Perk(s)

Lucky
Coin – You
start with a lucky coin that is your magical focus, you may never
spend it or give it away.

Insufferable
Skinflint –
Your love of money is so great that you must make a save to
purchase any non-essential item, if you fail you may still
purchase the item if you can negotiate at least a 50% discount in
price.

Penny
for Your Trouble – All your
spells consume a coin per MD used if no other cost is mentioned.

Cantrip(s)

1.
Conjure Useful Coin
– (1/hour) – creates a real copper coin in a local currency, if
this is your only coin, it becomes your lucky coin.

3. Numismancy
– (at will) – You know the validity, origin, and value of any
coin. You are familiar with the face imagery of all known coins.

Spells

1.Glittering
Glamour
– R:
0, T: self, D: [dice] hours The caster's appearance grows in
opulence, and gains +2x[dice] bonus to saves vs Domination, Charm,
or Fear effects. The caster appears as a person of a higher social
station, and inspires fear in those of a lower caste.

2.
Speaking Coin
– R: touch, T: one gold coin, D: [dice] hours

The
caster breaks a gold coin into the two face halves. Sounds within
10' of the tails side can be heard by the holder of the heads side
and vice versa. If
you invest 4 [dice] or more into this spell, the duration becomes
permanent.

3.
Light
– R: touch, T: object or creature, D: [dice]x2 hours Object
illuminates as a torch, with a radius of 20’+[dice]x10’.
Alternatively, you can make an Attack roll against a sighted
creature. If you succeed, the creature is blinded for [sum] rounds.
If [sum] is greater than 12, the creature is permanently blinded. You
can chose the color of the light. If you invest 4 [dice] or more
this light has all the qualities of natural sunlight.
Alternatively, if you invest 4 [dice] or more the light can be purest
octarine, although it will only last for 1 round. Octarine light
is extremely dangerous.

4.
Coin Toss
– R: 200', T: creature, D: 0

You
flip a coin and call the result, if your face comes up the target
takes [sum] damage and saves vs. dexterity or is stunned for one
round, if your face does not come up you and the target each take
one damage. You may flip the coin again and act as if the spell
is cast with one fewer MD until you have no MD left.

5.
Command Coins –
R:
30’, T: [sum]x100 coins, D: [dice] hours Coins will leap up
and obey your single-word commands. Affects all unattended coins
in 30' of you and lasts 1 hour. Coins can be commanded to follow
you, hide in crevices, or serve as rollers for heavy statues, but
they are mindless and feeble.

6.
Scrying Coins
– R: touch, T: coins, D: 10 minutes

Ask [dice] number
of questions of a handful of strewn coins. Older and more valuable
coins have more amassed knowledge. Using more coins can also be
helpful

7.
Charm
Person – R:
50', T: person, D: [dice] hours The person regards you as a
good friend and ignores the obvious spell you just cast on them.
If you invest 4 [dice] or more into this spell, the duration becomes
permanent.

You create [dice]
magic coins, each can be flipped once by the bearer for advantage on
any roll.

11.
Gold Piece Rain
– R: 200', T: 20’ diameter, D: 0 Does [sum] damage. As
fireball except that the caster flips a coin into the air, which
becomes a rain of giant glowing coins that disappear on impact,
and the damage is all crushing damage. Doesn't work in places with
low ceilings (less than 100').

12.
Coin Collector
– R: touch, T: creature, D: [dice] hours

The
target is transformed into a gold coin whose face side bears their
likeness. Unwilling targets save vs. spells with a penalty of -2
for each MD invested after the first. If
you invest 4 [dice] or more into this spell, you may have the
duration become permanent.

Mishaps

1.
Magic Dice only
return to your pool on a 1-2 for 24 hours.

2.
Take 1d6 damage.

3.
Random mutation for 1d6 rounds, then make a save. Permanent if you
fail.

4. Your money
spills from its various containers on your person, 1-30% is lost.

5. You have a
sudden compulsion for reckless gambling that lasts three sleepless
days.

6. All your
money-making endeavors fail for one week.

Dooms

1.
Lose all your current money, both stored and on hand.

2. You become the
target of a dedicated guild of expert thieves. Every time you make
money, they seem to find out immediately and rob you blind at the next opportunity.